Budget cEDH Deck Guide: Volo, Guide to Monsters
07/25/21 0 comments
This article brings a budget decklist for Volo, Guide to Monsters, one of the most interesting, powerful and fun commanders from Adventures in the Forgotten Realms!Edit Article
ComboArchetype, and was created by me and the player Eduardo Lorram, being developed to operate against other decks that are in the same price range.
Winning the Game
Deadeye + DrakeLoop condition: Volo, Guide to Monster on the battlefield, Peregrine Drake, Deadeye Navigator, and Spectral Sailor on hand, plus the ability to generate at least 4 mana through lands. You cast Peregrine Drake, when it enters the battlefield, Volo's ability triggers and copies it, while Drake's ETB effect is still on the stack, this way you can tap your lands between triggers and leave the extra mana in the pool. With Drake in the field, you cast the Deadeye targeting the non-token Drake. You'll use the Deadeye's ability to generate infinite mana by blinking Drake over and over, cast Spectral Sailor and draw cards until you find Blue Sun's Zenith/Stroke of Genius and Archaeomancer or Eternal Witness, you can also use one of the deck's tutors who can fetch them. Using Blue Sun Zenith on your opponents and using one of the other pieces mentioned to return it to your hand along with the Deadeye Navigator, thus making your opponents lose the game.
Drake + Archaeomancer/Eternal Witness + Ghostly FlickerLoop condition: Volo, Guide to Monster on the field, Peregrine Drake, Archaeomancer/Eternal Witness, Ghostly Flicker and Spectral Sailor in hand, plus the ability to generate at least 4 mana through lands. You cast Peregrine Drake, when it enters the field Volo's ability triggers and copies it, while Drake's ETB effect is still on the stack, this way you can tap your lands between activations and leave the extra mana in the pool. With Drake in the field you cast the Ghostly Flicker targeting the nontoken Drake and any other creature, after this effect resolves you cast Eternal Witness, targeting Ghostly Flicker in your graveyard, and activating its effects again from ETB, thus having an infinite blink of these 2 creatures, generating infinite mana to cast Spectral Sailor and draw cards until you find Blue Sun's Zenith or Stroke of Genius, also being able to use some of the tutors who can fetch them. Using Stroke of Genius on your opponents and using one of the other pieces mentioned to return it to the hand along with the loop, thus making your opponents lose the game
Important NotesThere are substitutes for the different deck pieces that can be used to streamline the combo or adapt to adverse situations: • Cloud of Faeries can, in some cases, replace Peregrine Drake, but this requires using one of the deck's clones, along with Baral's Expertise and Archaeomancer/Eternal Witness, to generate infinite mana. • Pull from Tomorrow may work to draw cards in place of Spectral Sailor. You can also use Deadeye Navigator or Archaeomancer + Ghostly Flicker with Mulldrifiter instead of Sailor. • If you lose Blue Sun's Zenith somehow, the deck still has some ways to win the game, such as Winds of Rebuke or Reality Shift. • If you already have a Stroke of Genius when you have infinite mana, you won't need to use the Spectral Sailor to draw the deck, as the card is necessary for winning the game is already in your hand.
Analyzing the deck's packages
Strengths & Weaknesses
StrengthsThe deck can explode quickly, generating a lot of value with your duplicated creatures, making it harder for opponents to deal with your field, and if your opponents don't try to deal with you the probability that you will take over the game is too big. The list has many tools to perform loops and not losing the chances of winning the match, it can adapt to many situations that would normally lead to a loss.
WeaknessesThe list manages to be very fast, but refrains from interacting directly with opponents. The deck has many tools to deal with opponents' boards, but it doesn't interact well with Stax pieces, and they usually end up slowing you down a lot, so avoid allowing them to hit the battlefield. Because the deck behaves more aggressively on the board, keeping a hand without some form of card advantage can be tricky because even if the deck has enough tools for this, you may not find them, and end up with no cards in your hand.